1.71 Patch (Released 5/17)

Hello,

We taken some time before our next big patch to address bugs, optimize performance (esp. on larger maps/longer games), and introduce a few improvements to the gameplay and lobby.  Please check out the changes below.

Performance improvements

  • Optimized animation system to better handle larger numbers of fleets
  • Removed the old logging functions to reduce memory and CPU usage
  • Fixed a memory leak related to the shipyards and other graphics that mostly impacted larger maps.  
  • Removed some redundant game checks that were slowing down the frame rate in some circumstances.  
  • General improvements to make the game cleanup more stable and to prevent hard-to-reproduce crashes.  

Gameplay

  • Influence Victory now has an additional requirement: You must be at peace with all of the major races for 10 turns to earn Influence Victory.
  • Added an alert for when another faction is close to Influence victory.  
  • Rebalanced the "Life Support" mass-to-range ratios.
  • "Exploration Treaty" now requires the later Alliance Tech.  Also increased the relations level required to get it.
  • The "Exploration Treaty" is now limited to one per faction
  • Tweaked "Open Borders" relations values.
  • "Open Borders Treaty" and "Exploration Treaty" can no longer be traded with minors as they are of little value to the minors.
  • Balanced the Culture Flip diplomacy modifiers to be less punishing.
  • Balance pass on all Production Point modifying improvements. Changed all production point adjacency bonus to affect manufacturing.

Starbases

  • In the Sponsor Screen, the "Set For All Starbases" button will apply the current settings ( constructor, auto upgrade, and manually manage) to all Starbases.
  • Fixed an issue that was preventing the Iridium faction from building Influence Starbase modules.
  • Renamed all instances of "Manufacturing per turn" to "Sponsor Manufacturing"
  • Changed the starbase sponsor lines only point to shipyards and constructors that currently have modules requested for the starbase.
  • Added a tooltip to the spinner that is set on startup and when the spinner is changed.

UI

  • Replaced Shipyard's "auto-idling" function with a simpler "do not notify."  If the shipyard has nothing in its queue, regardless of the state of the notifications for the shipyard, it's manufacturing use will not be taken from the planet.
  • Fixed various issues long planet names getting clipped
  • The game now displays the name of the current faction who is currently moving.
  • Fixed instances where the Battle Prediction were incorrectly flipped.
  • The "red alert" notification for population cap will now only appear if the population is actually fully, matching the tooltip description.
  • Unavailable treaties should appear in the trade list, but should gray out with a helpful tooltip.
  • Map Editor: Fixed line breaks for Precursor Anomaly header and random Precursor Anomaly entries
  • Map Editor:  Changed all of the random Anomaly entries to be lowercase and colored yellow to make them stand out a little better and to decrease their overall width.
  • Disabling the Gel UI option will now make the background black instead of transparent. This will improve the readability of many of the tooltips.  
  • Tech tree will no longer occasionally have gray paths instead of colored, the first time you open it.  The issue used to happen if you had previously researched the first or second specialization and not opened the tech tree.
  • When clicking the next/back arrows in the Trade screen, it will now switch between any factions you can trade with and keep you on that screen (instead of taking you back to the initial conversation screen).
  • Players are now warned if local resources/relics are already claimed by another starbase they own if they attempt to build an "Archeology Lab" or "Mining Ring".
  • Ships that have the "One Per Player" component requirement are now disabled instead of hidden in the shipyard.
  • The tooltip for those ships with a that have the "One Per Player" component now display a warning when a ship has been built with that component, to notify the player that they can only build one.

MP Lobby improvements

  • When joining a multiplayer lobby (or someone joins a lobby you're already in) and the game starts sending custom factions from player to player, a "Loading Factions" message will appear and prevent players from interacting with the lobby until loading is complete."
  • Player names are now colored the same as their faction's color
  • Fixed an issue where the "Loading Custom Factions" text would appear when a player joins a restored session.
  • The game host can now edit a lobby's map and gameplay  settings while in the lobby.
  • Single and multiplayer game and galaxy settings are now independent.  That is, the game will remember separate galaxy size setting for single and multiplayer games.
  • When Ready in the lobby, you can no longer change your faction or team.
  • When Ready in the lobby, clicking the Ready button again will unready you.
  • Fixed the player names sometimes appearing as white in the chat window in the lobby.
  • Increased the scroll speed of the player list in the lobby.
  • Disabled the mouse wheel behavior for the "AI Intelligence" and "Team" spinners, so it doesn't stop the scrolling behavior of the list.

Bugs

  • The hull mass scale modifier will not longer reduce the effectiveness of hull-mass tech improvements.  
  • If Ascension or Research victory conditions are turned off, the AI will no longer suspect that you are pursuing these victory conditions and penalize you in Diplomacy.  
  • Added a minimum tactical speed to all ships.  This prevents battles lasting forever because the ships were getting -100% tactical speed from stacking Starbases effects.
  • Campaign now contain the Basic Constructor.
  • Fixed the missing Starbase range buff on the military ring.
  • Factions relations will no longer modify Peace Treaty trade values
  • The Mercenary "Dr. Jondi Ians" now provides the intended double bonus to Precursor Studies instead of triple.  
  • Fixed an issue with the Diplomatic Trade Offer Value Multiplier was not always working correctly.
  • Added a warning message Starbase Archaeology modules if the nearby Relic is already tapped.
  • Trading planets will not longer break the planet scroll list
  • Fixing a stuck turn caused by giving a fleet a battle order and then order it to do something else before the battle had started.  
  • If an unknown faction captures an Ascension Crystal, the player can longer see the Ascension Crystal's location behind FOW.
  • Tactical speed no longer appears as "missing info" in some tooltips
  • Changing the AI to wait until all ships are done moving before it starts its move phase.
  • Fixed an issue where the shipyard being built when there are no available sponsors prevents the set sponsor window from popping up.
  • Games will no longer run out of colonization events.
  • Precursor colonization events will no longer appear on non-Precursor Worlds.
73,770 views 39 replies
Reply #1 Top

To sleep or to play GC3? That is the question.

Reply #2 Top

As of the opt-in, the Generic Tech Tree is still called the "Terran Tech Tree" in the Custom Faction Creation Screen.  This is because of the TechDefsText.xml file in the Data/English/Text directory says this:

 

<!-- Tech Names and Descriptions -->
<StringTable>
<Label>GenericTechTree_Name</Label>
<String>Terran Tech Tree</String>
</StringTable>
<StringTable>
<Label>GenericTechTree_ShortDec</Label>
<String>A balanced tech tree.</String>
</StringTable>
<StringTable>
<Label>GenericTechTree_Dec</Label>
<String>A balanced tech tree.</String>
</StringTable>

 

instead of this:

<!-- Tech Names and Descriptions -->

<StringTable>
<Label>GenericTechTree_Name</Label>
<String>Base Tech Tree</String>
</StringTable>

<StringTable>
<Label>GenericTechTree_ShortDec</Label>
<String>The base tech tree.</String>
</StringTable>

<StringTable>
<Label>GenericTechTree_Dec</Label>
<String>The base tech tree.</String>
</StringTable>

 

This matters mostly because there will be two factions that will be called the "Terran Tech Tree" in the Custom Faction Creation Screen (one of which leads to the actual Terran Tech Tree and one which leads to the Generic Tech Tree) which might cause confusion for people creating custom factions. 

Reply #3 Top

Quoting Rhonin_the_wizard, reply 1

To sleep or to play GC3? That is the question.

You could dream of playing GC3 while sleeping.:D

Influence Victory now has an additional requirement: You must be at peace with all of the major races for 10 turns to earn Influence Victory.
Added an alert for when another faction is close to Influence victory.

My inner genocidal maniac rejoices, no more accidental influence victories while being busy exterminating my enemies.\o/

Reply #4 Top


Players will no longer stop getting no colonization events after colonizing several dozen planets.

 

^^^ This could have been worded a bit better. 

 

"Colonization (ideaology)  events will continue post two dozen colonies, an occasional bug was preventing Colonization Events and has been fixed"

 

Thanks very much to all of your hard work and thanks for quashing the above bug!

Reply #5 Top

Quoting Larsenex, reply 4

^^^ This could have been worded a bit better. 

it is a little awkward.

 

thank you for all the hard work

 

im almost done my map
and have most of a day off tomorrow so i know what ill be doing tomorrow. 

Reply #6 Top

No matter what I do I cannot find this button and yes I do have the new patch update installed.  

  • In the Sponsor Screen, the "Set For All Starbases" button will apply the current settings ( constructor, auto upgrade, and manually manage) to all Starbases.

Is this supposed to be a spot where I can click and set these global for all SB with just one click?

Please someone post a screen shot of where this is and what it looks like.  TYVM .. neilkaz ..

Reply #7 Top



Rebalanced the "Life Support" mass-to-range ratios.

its things like this that show that even if you don't always respond you are reading all the posts

Reply #8 Top

+1 Loading…
Reply #9 Top

TYVM I think I have this working now.

Reply #10 Top

Quoting Thecw, reply 3


Quoting Rhonin_the_wizard,

To sleep or to play GC3? That is the question.



You could dream of playing GC3 while sleeping.:D


Influence Victory now has an additional requirement: You must be at peace with all of the major races for 10 turns to earn Influence Victory.
Added an alert for when another faction is close to Influence victory.



My inner genocidal maniac rejoices, no more accidental influence victories while being busy exterminating my enemies.\o/

Yes this has happened too many times to me as well :)   

Reply #11 Top

Quoting Larsenex, reply 4



Players will no longer stop getting no colonization events after colonizing several dozen planets.



 

^^^ This could have been worded a bit better. 

 

"Colonization (ideaology)  events will continue post two dozen colonies, an occasional bug was preventing Colonization Events and has been fixed"

 

Thanks very much to all of your hard work and thanks for quashing the above bug!

 

* Fixed that silly colonization event bug that was super annoying :)  

 

Seriously, I re-worded it.  

 

 

Reply #12 Top

I'm less thrilled by the change to winning an influence victory as for me, I end up playing at least several hours extra to win games that I know that I couldn't lose in my worst nightmares. My style is conquest but sometimes that results in an influence victory before I am finished. To me, anything that brings a clearly won game to a quicker conclusion is to be desired.

However, if you want to kill everyone not having it spoiled by influence is preferred for some.

I'd like to see a quicker victory condition when it is 100% clear that I can't possibly lose. Certainly if I control 2/3 of all habitable planets and influence 2/3 of the galaxy I should win instantly. Maybe the numbers should be 60% and 60% or simply all I have to do is to control 2/3 of all planets.

Another idea for conquest would mirror Civ5 and grant an instant victory as soon one has conquered everyone's home world.

Some combo of the above would make for a quicker finish of won games and less tedium. I'd like to see at a minimum 2/3 2/3 as an instant victory option. For those that don't like it, just switch it off as I switch off AI Surrender. No knew victory movie would need to be made, just play the conquest movie.

Thx .. neilkaz ..

Reply #13 Top


"Expiration Treaty" now requires the later Alliance Tech.  Also increased the relations level required to get it.

Is this a new treaty that expires.

The "Exploration Treaty" is now limited to one per faction

Wish this wasn't case but, I understand as having many of these slows down the game, performance wise.


When clicking the next/back arrows in the Trade screen, it will now switch between any factions you can trade with and keep you on that screen (instead of taking you back to the initial conversation screen).

Yes this awesome :)


MP Lobby improvements

When joining a multiplayer lobby (or someone joins a lobby you're already in) and the game starts sending custom factions from player to player, a "Loading Factions" message will appear and prevent players from interacting with the lobby until loading is complete."
Player names are now colored the same as their faction's color
Fixed an issue where the "Loading Custom Factions" text would appear when a player joins a restored session.
The game host can now edit a lobby's map and gameplay  settings while in the lobby.
Single and multiplayer game and galaxy settings are now independent.  That is, the game will remember separate galaxy size setting for single and multiplayer games.
When Ready in the lobby, you can no longer change your faction or team.
When Ready in the lobby, clicking the Ready button again will unready you.
Fixed the player names sometimes appearing as white in the chat window in the lobby.
Increased the scroll speed of the player list in the lobby.
Disabled the mouse wheel behavior for the "AI Intelligence" and "Team" spinners, so it doesn't stop the scrolling behavior of the list.

Yes to all of these, I can't wait to try this in action :)

Thanks for a lot of these tweaks, can't wait to see what the Expiration Treaty does :P

Reply #14 Top

Quoting Seilore, reply 13



"Expiration Treaty" now requires the later Alliance Tech.  Also increased the relations level required to get it.



Is this a new treaty that expires.

Sorry, its Exploration Treaty :) 

 

Reply #15 Top

I updated to 1.71 opt-in today. Just started a new game after updating my mod to 1.71 code base.

When colonizing planets you get the pop up to choose a name, sadly I am one of them people that names every single planet. There seems to be a niggly little bug with this, I rename the planet in the initial pop up:-

 

 

It then takes me to the planet view. Where the name I entered has reverted back to the original planet name:-

 

 

So I then have to rename the planet by selecting it and clicking on its name in the planet pane bottom left to get the rename to stick:-

 

 

Happens with every planet :(

Reply #16 Top

See stuff like this, attention to AI, continuous polish months and years after release, is why I always buy stardock games. Stellaris release didn't even make me blink nor did Endless legend. Keep doing what you guys do! Looking forward to the diplomacy update too!


Please release more mini DLC so I can continue supporting you! Paradox has millions of dlc.

Reply #17 Top

I am unable to see any MP game with the 1.71 update, I can join friends lobby but, we can't start once I'm there.  I believe it's an issue with my installation, I completely removed the game/deleted the My documents folder and the Galactic Civlizations III folder in Steam and re-install with same issue.  I will be creating ticket later if I can't figure it out.

Reply #18 Top

Ships on Sentry duty will react (appear in the unit cycling) when a friendly ship is detected e.g. a Snathi scout ship moving through the sector will cause Sentry to disengage.

Reply #19 Top

Hey guys,

 

love the updates! Just have two issues with this one.

 

1) Exploration treaty: I like being able to have it with multiple factions. Its a key mechanic of my game style for certain factions.

 

2) "Fixed instances where the Battle Prediction were incorrectly flipped." This seems to have backfired for me. I don't recall seeing it before the update but saw it a few times yesterday. Might be wrong but just a thought.

Reply #20 Top

Quoting Around999People, reply 19

1) Exploration treaty: I like being able to have it with multiple factions. Its a key mechanic of my game style for certain factions

So did I, however this causes huge issues in larger maps having 80 exploration treaties.  Turn times jump to 5 minutes or greater.  So even though I like having that ability I understand why they limited this, hopefully in the future they can figure out how to make this happen.

Reply #21 Top

Quoting MarvinKosh, reply 18

Ships on Sentry duty will react (appear in the unit cycling) when a friendly ship is detected e.g. a Snathi scout ship moving through the sector will cause Sentry to disengage.

 

Its always bee this way.  Sentry wakes when any ship enters sensor range, Guard ships never wake until you command them.  

It would be nice to have an option to only wake when an enemy ship enters sensor range. 

Reply #22 Top

Quoting Seilore, reply 20


Quoting Around999People,

1) Exploration treaty: I like being able to have it with multiple factions. Its a key mechanic of my game style for certain factions



So did I, however this causes huge issues in larger maps having 80 exploration treaties.  Turn times jump to 5 minutes or greater.  So even though I like having that ability I understand why they limited this, hopefully in the future they can figure out how to make this happen.

 

I think the AI puts too much value on the Exploration treaty.  It is an easy exploit to gain research and or money so i have come to only use it in dire circumstances when i need a shot in the arm to catch up to an attacking AI

Reply #23 Top

Thanks for these updates :)

It seems precursor starbase upgrades are not auto-queueing anymore though, tooltip says "you have already claimed local relics". Manual works fine.

Reply #25 Top

Yea, I can confirm also that the colonization events do stop at 34 colonies. I replied to an open ticket that I had on this bug.